Feedback/observations for v3.9

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OK - thanks for the replies! I'm excited to get steamrolling into 3.9 in any case. Cheers!
 
I've noticed that the throwing weapons AI will seldom(1 or 2 out of a group of 30 vanskerries) go into throwing animation even though they are a very long way from the enemies that they are targeting. They move forward while in the throwing animation and it can be over quite a long distance.
Its probably more prolific, its just that most of the warband are targeting me instead of my army. I'm seeing it with the empire troops aswell and I have never seen them do it(over such long distance) in previous versions.

Another thing that I have seen that was not present in previous versions is the AI going into a kind of idle stance, they often drop their shield and just stand there(it only lasts for a short time), I have seen it most in the AI skirmisher formations/line, its almost like they give up hope of surviving :grin:


 
Brew 说:
I've noticed that the throwing ...
Another thing that I have seen that was not present in previous versions is the AI going into a kind of idle stance, they often drop their shield and just stand there(it only lasts for a short time), I have seen it most in the AI skirmisher formations/line, its almost like they give up hope of surviving :grin:

Always great when your getting swarmed by usurper's minions while your troops try to remember if they left the stove on.  :roll: 
 
k0nr@d 说:
Hedin 说:
MitchyMatt 说:
It allowed for factions to steamroll way too easily. Besides each sides in my game are still able to take fiefs.


Wait - I'm exhausted - it's the end of the day here so maybe I am missing something obvious about this change - also I haven't had a chance to play 3.9 much yet to experience it myself...but how does this change prevent steamrolling? Doesn't it give the attacking force additional advantage and prevent newly seized castles from being vulnerable to counterattack by the defenders as before?
It was done rather because: enemy is coming, player abandons city/castle, location is lost, enemy left 50 strong garrison, player takes poorly defended location back.


This basically just reinforce what I've been saying for the last 4-5 years: Fifes are worthless, capturing lords (and throwing away the key) is how you win wars in PoP.
 
if you give 3 snake/heretic books over to a hostile order it give +5 relations instead of +3
 
azenky 说:
if you give 3 snake/heretic books over to a hostile order it give +5 relations instead of +3
Yep, that's a feature, so that players can have an option to get a bigger relation increase, since +1 per book is not too favorable. But +5 per 3 books, now that's more like it!
 
Great update overall, however disappointed that terrible "Deal with looters" quest wasn't fixed/removed. So tired of wasting my time because half of the looter parties don't spawn at all.
 
Striptokop 说:
Great update overall, however disappointed that terrible "Deal with looters" quest wasn't fixed/removed. So tired of wasting my time because half of the looter parties don't spawn at all.

They are now neutral and visible on the entire map - didnt have any problem doing it so far.
 
Draenor 说:
Striptokop 说:
Great update overall, however disappointed that terrible "Deal with looters" quest wasn't fixed/removed. So tired of wasting my time because half of the looter parties don't spawn at all.

They are now neutral and visible on the entire map - didnt have any problem doing it so far.
What ? Did not notice that at all. Anyway even if it works like this, the player should get the option to "finish" the quest after killing only few of those parties. Waiting whole month for quest failure because the 4th party did not spawn/ran away to desert is no fun.

Anyway the update seems realy great. I am currently enjoying the early game and the rogue knights on low level parties are definitly an improvement (poor villagers thought). Ul-Vetr (sp?) bow on power draw 5 - yay now archer character can actualy use it before it despawns.

Only issue remaining are the quest rewards. The rewards now seem to be lower than before, while oddly scaling with level - it felt very out of place. I mean there are 40 bandits, including 5 high tier knights helding this girl hostage for a ransom of grand total sum of 164 denars.... yeh.
I don´t think that being significantly more generous with quest rewards will break anything, 95% of early income will still come from looting/prisoners anyway.

I also quite like the nerf on companion equipment. The only one who suffers is Leth. First I would prefer him to start without horse, as sometimes i simply wish my early warband to be on foot. Second his gear is not that staggering good - either bump it up a little or lower the requirements by 5 levels, so he does not lagg behind in the mid game.
 
I am satisfied with most of the changes.
Except the mechanic of God’s bow.

According to the code, before 3.9 there is one “supposed” way to hold the bow- “player himself equip it when wolfbode is defeated”.
And now this one removed, it feels the lore was changed, it feels the voice of the god, the unique texture of the bow is wasted.

In older versions I felt it was a “gift” as told, god only took it when player didn’t respect it.(do not use it to fight with wolfbode)

Before 3.5 god gave ruby bow directly, and I had no problem to hold it, because I USED it myself all the way.

I guess just too many players tended to “exploit” the bow, so that they forgot or never know the damn true way to hold the bow, which led to the result that the bow became useless for skillful players. :meh:

 
Sorry, but I totally disagree with your interpretation. And what "... lore was changed"?

Message is clear:
"A god's voice booms across the sky: I, UllrVetr, God of Bowmen, manifest myself to you as this bow. Use it well in the battle to come."

"Use it well ..." - where it stands that player should hold the gift himself/herself all the time. If player thinks that his companions will use the bow better in order to defeat Wolfbode, there is nothing in this sentence to prevent it. It is not: "Use it well yourself and keep close to you all the time ..."

"... in the battle to come." - not "battles", but "the battle" - one specific battle against Wolfbode.

So message is:
"Here is the super weapon - use it to defeat Woldbode".



The second message:
"UllrVetr has seen the threat vanquished; and in that instance the powerful manifestation that was the bow has disappeared."

"... the threat ..." for UllrVetr is Woldfode, not all player's enemies.

There is nothing about keeping the bow as reward.
 
After playing for a while, I've notice that The Fierdsvain are still OP. The throwing weapon they use is simply too strong. I've seen countless time more than 150 dmg from a throwing weapon. Why bother use anything else ?

Yes, yes the new horse archer AI is great, but very annoying to fight.

Most of the shield are now lock behind a skill. That's a lot to invest to get an ok shield. Not sure why ? I mean the special/top tier shield it's fine, but normal shield shouldn't require 3 in shield to use...

Anyway, I'm really glad for the new update. Thx !
 
Latis the Darkgryphon 说:
I am satisfied with most of the changes.
Except the mechanic of God’s bow.

According to the code, before 3.9 there is one “supposed” way to hold the bow- “player himself equip it when wolfbode is defeated”.
And now this one removed, it feels the lore was changed, it feels the voice of the god, the unique texture of the bow is wasted.

In older versions I felt it was a “gift” as told, god only took it when player didn’t respect it.(do not use it to fight with wolfbode)

Before 3.5 god gave ruby bow directly, and I had no problem to hold it, because I USED it myself all the way.

I guess just too many players tended to “exploit” the bow, so that they forgot or never know the damn true way to hold the bow, which led to the result that the bow became useless for skillful players. :meh:
tbh it’s perfect how they handled Ullr Vetr. It’s PoP’s version of Excalibur. If you read Arthuran myth, one face of the blade was inscribed with the phrase “take me up” and the other side of the blade inscribed with “cast me away”. A weapon used for its holy purpose is not wasted, it’s a matter of respect to the weapon itself. All in all, my hero given a mythical weapon for a single god-given purpose got me giddy instead of fearful of the prospective challenge before me.

If you want a rune bow that bad, you can already get it for almost free with the two qualis gems in the chests.
 
k0nr@d 说:
Sorry, but I totally disagree with your interpretation. And what "... lore was changed"?

Message is clear:
"A god's voice booms across the sky: I, UllrVetr, God of Bowmen, manifest myself to you as this bow. Use it well in the battle to come."

"Use it well ..." - where it stands that player should hold the gift himself/herself all the time. If player thinks that his companions will use the bow better in order to defeat Wolfbode, there is nothing in this sentence to prevent it. It is not: "Use it well yourself and keep close to you all the time ..."

"... in the battle to come." - not "battles", but "the battle" - one specific battle against Wolfbode.

So message is:
"Here is the super weapon - use it to defeat Woldbode".



The second message:
"UllrVetr has seen the threat vanquished; and in that instance the powerful manifestation that was the bow has disappeared."

"... the threat ..." for UllrVetr is Woldfode, not all player's enemies.

There is nothing about keeping the bow as reward.

But in older versions there player did can keep it if he always hold the bow :cry:
So my understanding is:
God:”Oracle said we have to support player for the world, but I want to test him first,(he used to be a skillful archer anyway)if he can’t even handle my bow then he doesn’t deserve my gift.”

Can you check that code, or test it in 3.8.4 please?(hold the bow yourself and defeat wolfbode)

"UllrVetr has seen the threat vanquished; and in that instance the powerful manifestation that was the bow has disappeared."

As I once translated 3.9, I’m sure this message was added in 3.9, that’s why I thought the lore was changed.

Tbh I agree with taking the bow, but if only player doesn’t have 7 PD when wolfbode was destroyed.
 
The bow was always meant to disappear. It not disappearing or the player doing everything in their power to prevent that was to exploit it from being taken away.
 
Yeah, you had to keep it on a companion instead of holding it yourself to keep it before, which is clearly a scripting oversight.
 
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